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Author Topic: UQM 0.7.0 release candidate  (Read 17105 times)
meep-eep
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UQM 0.7.0 release candidate
« on: April 01, 2011, 12:37:34 am »

Hi everyone,

0.7 is coming, and it is about time... but not just yet.

As there are many internal changes, we would first like to make sure that we didn't introduce any new bugs. So we give you 0.7.0-rc1 (the "rc" stands for release candidate). It can be downloaded here.

Please post your experiences in this thread. Once we are confident that this release candidate has been adequately tested, we will release 0.7.0.
Bugs can be posted in our bug tracker as usual.

You can see what is new here.
Most changes are internal and are mainly of benefit to creators of mods.
There are also lots of bug fixes that we know some people have been waiting for for a long time.

Because the files are not yet in their final location on SourceForge, the Windows installer needs all the content packages to be in the directory from which it is started, so Windows users will need to download them manually.

Mac users can use uqm-0.7.0-rc1-macosx.dmg. *nix users will have to install from the source files.

Due to internal changes the remix packs from older releases are no longer usable. Shiny new replacements can be downloaded from the same location.


Enjoy!

The Ur-Quan Masters core team.


P.S. To the Precursors: unless you're planning on releasing remix pack 4 really soon, it looks like we won. Tongue
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Re: UQM 0.7.0 release candidate
« Reply #1 on: April 01, 2011, 01:10:58 am »

The source tarball has UNIX -x attributes set for all files, shouldn't directories, build.sh, and uqm-wrapper be the only ones with -x set?
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Re: UQM 0.7.0 release candidate
« Reply #2 on: April 01, 2011, 01:30:31 am »

They should, and they are now. Thanks.
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Re: UQM 0.7.0 release candidate
« Reply #3 on: April 01, 2011, 02:00:26 am »

Had a melee with Ziper. Initial ship pick screen showing both fleets works, Shofixti no longer hives host player the kamikaze advantage, and we had no crashes. Good job!
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Re: UQM 0.7.0 release candidate
« Reply #4 on: April 01, 2011, 03:57:11 am »

But note we had no dupes to test out the pilot names desynch fix.
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Re: UQM 0.7.0 release candidate
« Reply #5 on: April 01, 2011, 12:34:27 pm »

Good timing! I'm almost finished with my mod, known as UQM: FAF, which stands for:

(click to show/hide)
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Death 999
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Re: UQM 0.7.0 release candidate
« Reply #6 on: April 01, 2011, 03:44:49 pm »

The name spoils the ending!

But a nice, modest mod.
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Dyandod
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Re: UQM 0.7.0 release candidate
« Reply #7 on: April 03, 2011, 04:03:07 am »

Hi- I was wondering...

Is there any possibility of having a sort of "checklist" within the setup menu where you can choose which music you would like to hear as you play?   I'm not talking about original music vs. 3DO vs. Precursers remixes, but rather being able to pick and choose between them.  (i.e. "I want the 3DO remix for the Yehat, but I also like the Thraddash and Planet Landing remixes the Precursors did, and I also love the original Spathi and Hyperspace music.")

Would this be a possibility?  Or would it just be too difficult and/or complicated to do?

(I also have no idea how much demand there would be for something like this.)
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meep-eep
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Re: UQM 0.7.0 release candidate
« Reply #8 on: April 03, 2011, 04:12:08 pm »

Yes, and we intend to have something like that in some future release. But the RC is about finding critical bugs before 0.7.0 is released.
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Re: UQM 0.7.0 release candidate
« Reply #9 on: April 03, 2011, 10:51:41 pm »

Yeah, that's fine.  I didn't expect to have something like that by tommorow or anything.  I just wanted to mention it before I forgot. Grin
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Re: UQM 0.7.0 release candidate
« Reply #10 on: April 04, 2011, 05:07:24 pm »

Hi,
I've compiled 0.7.0rc1 from sources on my slackware linux box.
So far I haven't had issues except for voices, that don't seem to work
(they worked in 0.6.2 compiled from sources on the same system).

Of course I tried to raise the speech volume, but it was no use.
Could someone check this?

Keep up the good work Smiley
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Re: UQM 0.7.0 release candidate
« Reply #11 on: April 05, 2011, 08:57:05 am »

P.S. To the Precursors: unless you're planning on releasing remix pack 4 really soon, it looks like we won. Tongue

I think you need to be more specific. Is this the Charlie Sheen type of winning, or the Lance Armstrong kind? Wink

On a more serious note, here's my heartfelt plea to the developers: Stop with the 0.x releases already! The game is done! It lacks no features that the average gamer will ever notice. The missing stuff is almost exclusively internal. I suggest you skip a 0.7 release and bump it up 1.0 immediately. Sure, this breaks certain version conventions, but at this point I feel it's necessary. You're needlessly restricting the audience with the current strategy. Most people will see the 0.6 or 0.7 version number and think "No way am I playing a game that is this unfinished/buggy". Please, don't dismiss this, but give it serious thought. UQM deserves better than the limited spotlight these version numbers award it. You're making it look like a pre-alpha product.

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CelticMinstrel
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Re: UQM 0.7.0 release candidate
« Reply #12 on: April 05, 2011, 07:20:35 pm »

Oooh, nice, some of these changes look pretty good! Others, I'm not sure what they mean.

Quote
- Do not match singular stars when given a prefix in star search
I'm guessing this means something like, searching for "alpha" cannot match, say, Arcturis? Bad example, though.

Quote
- Druuge no longer turn hostile after attempting a salvage
Wondering what this means... it doesn't help that I've barely played since beating the game.

Quote
- 999.9:999.9 is now reachable in HyperSpace
Is there some hidden benefit to this? Tongue

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- Error boxes on MacOSX are now actually native to the OS - no need to check
  Console.app anymore.
Oh good! That's wonderful news! Cheesy
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Death 999
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Re: UQM 0.7.0 release candidate
« Reply #13 on: April 05, 2011, 09:45:13 pm »

About the salvage bug: The Druuge will always attack you if you have no way of defending yourself. Before, they'd blame you for this and treat it as if you had attacked them. This has been fixed.

By the way, totally agreed with TiLT on the 1.0 vs 0.7 bit. Programmer convention is one thing on programmer-oriented projects. Programmers know that version 0.1 can be totally usable. Everyone else is going to think 'incomplete'.

That's why on a game content mod I was writing I went to 1.0 as soon as I thought someone not on the development team would think it complete. There was more to add, sure. That's what versions 2 and 3 were for. Large numbers are not anathema.
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Re: UQM 0.7.0 release candidate
« Reply #14 on: April 05, 2011, 10:10:50 pm »

So far I haven't had issues except for voices, that don't seem to work
(they worked in 0.6.2 compiled from sources on the same system).
FWIW, I figured it out.
I used to put voices uqm file in content/packages and it worked, but one internal change in the changelog (about 3do stuff now handled as addon pack) gave me the hint that I should have put that file in content/addons.
Working now.
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